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Re: viewport aspect ratio >< rendered aspect ratio

Posted: Fri Sep 04, 2015 7:06 am
by face_off
So you don't see a zooming effect?
No, I don't see a zooming effect. So far no one has sent me a scene exhibiting this issue, and I cannot reproduce it, so that is not a lot I can do.

Paul

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Fri Sep 04, 2015 7:18 am
by Micha
Email is sent now.

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Tue Sep 08, 2015 5:16 am
by Micha3D
I give up, the Octane viewport stay direct based on the instable Rhino viewport, no constant output like known from Rhino render, Vray, Maxwell, AIR, Penguin, Neon, Brazil ... .

Little workaround - using the Rhino frame buffer output per pressing the render button doe's the job. But without live update and all the other nice features of Octane.

Maybe some one has more time to satisfy Paul that the Octane viewport needs to work without zooming effects caused by light ratio changes of the Rhino viewport. :(

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Tue Sep 08, 2015 1:10 pm
by v-cube
Hello

since I created this thread, I would like to try to calm down things a little bit and maybe explain the practical problems a few of us are sometimes having with the camera / viewport behavior.

1.The rhino camera FOV is affected by both viewport aspect ratio and lens length (adjustable under viewport properties).

2. The way the camera / viewport works right now is not "wrong" or "inconsistent" it is matching the rhino camera, which it should do in principle, it is just that this behavior can create practical problems under certain circumstances.
Since the rhino camera is directly connected to the viewports aspect ratio, changing the aspects ratio by e.g. narrowing the viewport from 1200px X 600px to 1200px X 595px (by accident...) changes the FOV while maintaining the the lens length. The result is of course a different rendering that e.g. does not match exactly in a former photoshop file.

3. It is possible to avoid this problem right now by checking that the viewports aspect ratio is consistent with the current octane aspect ratio – that is the way I do it right now, but theoretically, I would have to do it each time before I hit render, because in daily work the viewport often gets altered unintended without the user noticing this. So I have to admit that sometimes it also happens to me, that I render without the check, and sometimes this is causing a not matching rendering which I only realize later in PS...

4. A possible solution might be (here I am not sure If this is practically possible programming-wise...) to have an option where the octane camera is not directly quoting the rhino camera, but only takes the 1.camera / Target vector, 2. the lens length, 3. the octane resolution /aspect ratio, Ignoring the viewports aspect ratio. This could be placed under the FOV node and could be 1.match rhino camera and 2.use rhino (fixed) lens length.


Thank you for this great piece of SW and the possibility to directly contribute our Ideas!

Best

Andreas

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Tue Sep 08, 2015 2:39 pm
by splittmatt
I work around it by having a floating viewport that is my 'render' viewport only. This is set to the correct aspect ratio by using the motion picture script here http://www.filmcad.com/Rhino/
This allows me to easily set my aspect and lens length before I render. But I do sometime forget causing some frustration.

It would be good if this could be resolved as otherwise the plugin is amazing.

Thanks Paul.


Matt

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Tue Sep 08, 2015 3:18 pm
by v-cube
I usually do it by customized buttons with "-viewportproperties" and a fixed resolution, this way you do not have another additional window floating around...
But as you said, it is not very practical and you do forget to use it sometimes...

I am experimenting with placing this commands in front of the OctaneOpenRenderViewport command and attache the whole thing to a button:

this is for a 2:1 aspect ratio:

-viewportproperties
s
1200
600
ENTER
OctaneRenderOpenViewport

seems to work so far... still the node option I was suggesting would be more elegant IMHO.

best

Andreas
splittmatt wrote:I work around it by having a floating viewport that is my 'render' viewport only. This is set to the correct aspect ratio by using the motion picture script here http://www.filmcad.com/Rhino/
This allows me to easily set my aspect and lens length before I render. But I do sometime forget causing some frustration.

It would be good if this could be resolved as otherwise the plugin is amazing.

Thanks Paul.


Matt

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Wed Sep 09, 2015 1:03 am
by face_off
4. A possible solution might be (here I am not sure If this is practically possible programming-wise...) to have an option where the octane camera is not directly quoting the rhino camera, but only takes the 1.camera / Target vector, 2. the lens length, 3. the octane resolution /aspect ratio, Ignoring the viewports aspect ratio. This could be placed under the FOV node and could be 1.match rhino camera and 2.use rhino (fixed) lens length.
At the moment the camera matching operates on the following 4 thin lens camera pins:
- Position
- Target
- Up-vector
- Scale of View (which adjusts the Field of View). This calculation is quite complex, since it takes into account if safe frame is enabled, the Rhino viewport width & height, the Rhino camera perspective mode, the Rhino camera frustum, the Rhino scene units, and the Rhino viewport FOV.

The easiest option would be to have an option to disable the Scale of View matching. This would mean you would need to adjust the scale/FOV view via a slider in the Node Parameters box for this Octane pins. The option to disable Scale of View matching would be added as a Settings right-click menu option "Sync Octane FOV to Rhino" (which would default to ENABLED), but you could tick it to disable it.

Would that address your requirements?

Paul

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Wed Sep 09, 2015 7:30 am
by v-cube
Hello Paul,

That sounds very good, if you want, I could test this when you find time to code it ...
Just drop me a pm

Best

Andreas

disable the Scale of View matching. This would mean you would need to adjust the scale/FOV view via a slider in the Node Parameters box for this Octane pins. The option to disable Scale of View matching would be added as a Settings right-click menu option "Sync Octane FOV to Rhino" (which would default to ENABLED), but you could tick it to disable it.

Would that address your requirements?

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Wed Sep 16, 2015 1:50 pm
by Micha
face_off wrote: The easiest option would be to have an option to disable the Scale of View matching. This would mean you would need to adjust the scale/FOV view via a slider in the Node Parameters box for this Octane pins.
Hi Paul,
could you add an option that Octane act like the Rhino renderer, so that the user don't need to adjust a slider? It would be the easiest option to use.

Micha

Re: viewport aspect ratio >< rendered aspect ratio

Posted: Wed Sep 16, 2015 2:02 pm
by face_off
could you add an option that Octane act like the Rhino renderer, so that the user don't need to adjust a slider? It would be the easiest option to use.
I think the current version DOES match the Rhino renderer. The feature request being asked for is a checkbox to break that link, so you can set the Octane Camera Scale/FOV to a fixed value which does not change when you alter the Rhino preview window size.

Paul